Ok, I'm literally at the end of my tether, this is driving me absolutely ape shite.
Tried everything and I just keep epically failing at the bake out.
Could someone please help me with this because I'm about to chuck this model into the bin...
Here's the high and low poly models together:
Low poly UV map:
...and the terrible, absolutely rubbish bake:
OBJ!
Here's the low-poly UV mapped:
http://dl.dropbox.com/u/7741113/LOW.obj
High-poly:
http://dl.dropbox.com/u/7741113/HI.rar
Replies
Correct me if I'm wrong, so you're saying the wavy effect on the handle notches are supposed to be there then?
I don't understand why it looks bad when it's applied to the model - I'll get an image up so you can see what I mean.
Ty
http://www.polycount.com/forum/showthread.php?t=81154
But regardless, you should be viewing the normal map on the mesh, not looking at the 2d image and trying to "debug" it. All that matters is what it looks like on your actual model.
Also did a rough pass with the sculpting tools to make the bake more interesting:
Now for the baking - Should I scale anything or should I leave the low and high poly models 1:1?
One thing about the sculpting: Try to keep in mind what materials you're representing. The handle for instance would be made out of a hard polycarbinate type material, so it wouldn't really get lumpy like that for any reason(unless it was burnt/melted).
Some of the scratches on the blade don't make much sense either, I think its important to find some reference for this sort of stuff, ie:
Observe the wear patterns here, the black paint is rubbing off on the blade (which is easier/more flexible to do with the texture in 2d), the handle is dirty and dusty, but there really isn't any visible gouging, because these materials are really hard and not likely to scratch or crack easily.
So try not to go wild with your sculpting, you don't NEED to sculpt everything just because you CAN.
I'll remove the wear on the handle.
How is this UV layout looking now?
Edit:
Green area is missing detail.
Red areas don't appear right, something has gone wrong.
Any advice?
So I read through that thread and took in what you guys told me, turns out - the reason it wasn't baking properly was because I needed to explode the mesh out. So simple :poly127:
Anyways, did some more tweaking - 976 tris now. About as low as I'd want to go, it's starting to look too blocky for my liking.
Texturing time!
Thx for the help guys.